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My Quake stuff


Quake levels

Deathmatch levels

Deathmatch levels

My collection of old/deleted/resurrected/brand new Deathmatch levels.

Single player levels

Single player levels

My collection of single player levels.

CTF levels

CTF levels

A few CTF levels, complete with waypoints for the CTF bot.

Crap levels

Crap levels

Exactly what it says on the tin.


Quake mods

In a vague order of completeness, here are my mods:

Original weapons

Original weapons

All new weapons, including such treats as the chain rocket launcher (Ridiculously overpowerful, but that's the point), the anti-gravity grenade (goes up instead of down, and pulls along any players it hits), and the "Oh such a perfect name" Hail Gun.

Marines

Marines

A fairly recent mod, making use of the features of extended engines such as TomazQuake. Original plans were for a kick-ass teamplay experience vs. the AI, but in the end it's just a few weapon/monster mods to make Nightmare mode a real nightmare (*cough* cloaked Enforcers wielding railguns *cough*). Includes my custom triggers code, as well as some Frik Bots.

coffkeep.zip
(coffkeep.zip, 385,403 bytes)

CoffeeKeep

Coffee's Tutor Bot heavily modified to make full use of the weapons and items available in Pain Keep. They're a mean aim with the beartraps, so don't get too close ;-)

fiend.zip
(fiend.zip, 543,452 bytes)

Friendly Fiend

One of my earliest mods, allowing you to spawn a pet fiend (aka demon) to help you along your travels. Generates waypoints to follow you/its prey, can pick up health, etc.

parasite.zip
(parasite.zip, 245,049 bytes)

Parasite

A simple Aliens-ish mod. The Fiends have been modifed so that they go round relentlessly killing anything in sight and laying eggs in it. Monsters will also fight amongst themselves.

jbot.zip
(jbot.zip, 1,294,758 bytes)

JBot

My incredibly slow first attempt at a bot, using dynamic waypoint generation and other such techniques that failed horribly. Includes a few demos of them in action, and two sets of source - one from v.70 and one from v.063 (Before the movement system was, uh, 'upgraded')

wall.zip
(wall.zip, 243,630 bytes)

Wall walking

A mod that lets you walk across the walls and the ceiling - as simple as that :-) However the player model rotation for when stood on walls isn't correct; it only works properly when you're on the ceiling (or floor)

GTA Quake

GTA Quake

Long before GTA 3 came into existence, I was busy making my own version with the Quake engine. And long after GTA: San Andreas came into existence, this mod is still sitting around half-finished.

qq.zip
(qq.zip, 491,161 bytes)

Qommand and Qonquer

An RTS mod, where you can command your monster minions to attack the enemy. However the controls are fairly poor and the enemy has no AI (just the plain monster AI). Should work in coop, but it's untested.

hbot.zip
(hbot.zip, 260,158 bytes)

HBot (aka Human Bot)

A fairly recent attempt by me to write another bot, this time to try and make it as human like as possible - e.g. actually 'seeing' the level, treating groups of enemies as groups rather than just focusing on one at a time, and the ability to move in formation with other bots/players.

pe.zip
(pe.zip, 506,165 bytes)

Pain Elemental

Not much more than a few weapon/monster mods and half a level I'm afraid.


Misc stuff

Good triggers

Good triggers

A tutorial thing on how to implement triggers such as trigger_lots, trigger_random, trigger_changetarget, etc. which can introduce a lot more flexibility into levels without requiring lots of modding. Includes sample implementation.

Chain rocket launcher

Chain rocket launcher

A tutorial on building your own chain rocket launcher, such as in the Original Weapons mod.

How to make great Quake deathmatch levels, and a few other design bits and bobs

How to make great Quake deathmatch levels, and a few other design bits and bobs

... about 7 years old and written by me, so don't believe a word of it ;-)

bright.qc
(bright.qc, 2,392 bytes)

Code to let monsters work out how light it is

A simple function which attempts to compute the brightness at a particular location. However since some light types are removed from the main entity list at the start of the level, it won't always be accurate. You may find it useful though.



Page last modified 03/03/2005